• Title/Summary/Keyword: Industry ecosystem

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Changes in Marine Ecosystem according to Climate Change and Fishery (기후변화에 따른 해양생태계 변화와 어업)

  • Hong, Sun-Kee
    • Korean Journal of Ecology and Environment
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    • v.47 no.4
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    • pp.302-311
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    • 2014
  • Global climate change is significant issue in marine ecosystem and fishery market. According to rising of both seawater temperature and sea-level, global fishery environment and marine ecosystem are changing drastically. Moreover, over-exploitation in fishery areas is the most important issue in the marine ecosystem conservation. In analysis and statistics of global network, major fish populations are decreasing very fastly, but fish catch are increasing annually. It means balance between product and consume is not appropriate in the global market. China as emerging new fish consumer in the world is strongly developing fishery industry and technology. In this paper, I try to review a relationship between marine ecosystem and climate change in global scale according to references. I also suggested possibility of sustainable global fishery in changing marine ecosystem by analysis of some related reports of international global fishery.

A Study on the Sharing Economy Ecosystem in the 4th Industrial Revolution: Focused on Uber (4차 산업혁명 시대의 공유경제 생태계 정책 제안: 우버(Uber) 사례를 중심으로)

  • Lee, Kyungmin;Bae, Chaeyoon;Chung, Namho
    • Knowledge Management Research
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    • v.19 no.1
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    • pp.175-202
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    • 2018
  • The aim of this conceptual article is to explore the sharing economy ecosystem concept in innovation policy context with cluster, innovation system, smart specialization and business ecosystem approaches. This study conducts comparative study to understand what has been changed by sharing economy through Uber case in four cities. By analyzing vital constructs in sharing economy ecosystem, we suggest how sharing economy ecosystem works, and presenting core factors in policy framework of sharing economy ecosystem. In addition, we attempt to explain that policy maker should consider the relationship between these factors. The result of this paper shows sharing economy ecosystem has developed with their characteristics and constructs that are different with traditional industry.

Critical Issues in Automotive Software Ecosystems and Development Approach (자동차 소프트웨어 생태계 관련 주요 이슈 및 발전방안)

  • J.S. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.5
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    • pp.81-89
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    • 2023
  • Software is becoming increasingly important, accounting for more than 90% of the innovations in the automotive industry nowadays. In fact, the share of software in the automotive market is estimated to be around 40%. Accordingly, the shift from hardware- to software-centric vehicles, represented by software-defined vehicles (SDVs), will drastically reorganize the automotive industry ecosystem. This article presents challenges that the automotive ecosystem needs to solve and measures that each participant in the ecosystem should adopt in line with the transition to SDVs in the automotive industry. It is expected that tier-1 suppliers will face difficulties due to the decoupling of software and hardware, and OEMs will need to strengthen cooperation to share costs and shorten development periods to cope with the huge cost of software development.

A Study of the Regional Industrial Ecosystem on Game Industry: Focused on Game Contents Business in Seongnam (게임 산업의 지역산업생태계 분석 연구 : 성남의 게임콘텐츠산업을 중심으로)

  • Leem, Eeksu;Woo, Tack
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.107-122
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    • 2015
  • The aim of this study is to suggest the strategy and policy to promote world class game industrial complex through the analysis of game contents business ecosystem in Seongnam. As a result of analysis, At present of the game contents industry in Seongnam as ecosystem is challenged in many-side as followings. 1)Lack of interaction between core game contents businesses and extended network businesses in same area. 2)Imbalanced relationships between game contents conglomerate and small and medium sized businesses. 3)Insufficient game contents optimized human resource and development program. This study provides a stepping stone for regional industrial ecosystem of game industry and new possibilities of application about regional industry analysis.

Identifying Promising IT Products for SMEs under the Concept of Business Ecosystem (산업생태계 분석을 통한 중소기업형 유망 IT 품목 발굴 : 수요기반 접근법)

  • Lee, Sungjoo;Cho, Nam-Young;Kim, Byong-Seon;Cho, Chanwoo
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.1
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    • pp.61-72
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    • 2013
  • This research aims to identify promising IT items from the perspectives of Korean SMEs and further to development a policy for SMEs in the IT industry. For this purpose, we adopted a bottom-up approach by discovering IT items on high demand by SMEs as their now growth engines and thus used a survey method. We also analyzed the ecosystem characteristics for the items to help policy-makers establish customized strategy to support their growth. We believe that this research is timely when the concept of ecosystem has emerged and the role of SMEs is emphasized in the IT industry. And the research results are expected to produce valuable information to make a policy for promoting IT items for SMEs and ultimately leading to balanced growth of large firms and SMEs.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

A Business Ecosystem Approach for E-commerce Service Innovation (온라인 커머스 서비스 혁신을 위한 비즈니스 생태계적 접근)

  • Kwon, Hyeog In;Park, Ju Yeon;Kim, Ju Ho
    • Journal of Information Technology Services
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    • v.20 no.4
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    • pp.1-21
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    • 2021
  • At a time when the e-commerce market is experiencing accelerated growth, with advancements in information and communications technology (ICT), the problems of distribution of counterfeit products and consumer confusion caused by non-face-to-face purchases have increased. Hence, amid intensifying competition, it has become important for e-commerce companies deliver product information more efficiently, provide differentiated services, and secure credibility for consumers by reducing consumer damage from buying counterfeit products. However, even though consumer confusion and the inadvertent purchase of counterfeit products are intensifying in such a market scenario, there are no services that aim to solve such problems. This study examines the conventional e-commerce industry in South Korea through a political, economic, social, and technological (PEST) analysis, based on in-depth interviews with consumers, to derive the pain and gain points of the industry. As a result, the inherent problems of the e-commerce industry were revealed. Through a service value network perspective, services aimed at resolving such issues were derived, and the e-commerce business ecosystem needed to solve this problem was deduced. The findings revealed that the artificial intelligence-based service support platform has become a major driving force within the e-commerce innovation ecosystem by enabling a new way to create and secure value using ICT. This entails a new exchange mechanism and transaction architecture and a new organizational structure that breaks the barriers between industries.

New Venture Incubation Framework: An Indian Academic Model

  • Subrahmanya, MH Bala;Gopalaswamy, Arun Kumar
    • Asian Journal of Innovation and Policy
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    • v.7 no.3
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    • pp.489-510
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    • 2018
  • Institution-based Technology Business Incubators are on the rise in India, as a means of promoting innovation-based tech start-up ecosystems, due to increased policy initiatives. Against this background, we have traced the origin and process of building a start-up ecosystem in IIT Madras, Chennai of India, based on semistructured interviews held with the stakeholders of the ecosystem. Subsequently, we have ascertained the key components of IIT Madras start-up ecosystem, and the process of incubation comprising pre-incubation, incubation and post-incubation phases. Finally, we have derived the key lessons from the ecosystem development experience and incubation process which enable generation of start-ups from both students and faculty, apart from alumni and ex-industry executives. Though this ecosystem model has emerged over a period of time through learning and experience, the ecosystem is able to generate more than 100 start-ups, majority of them being from students and faculty. Thus, the evolved start-up ecosystem of IIT Madras is able to generate faculty-supported and student-led entrepreneurship successfully.

Forecasting Ecosystem Changes in Virtual Reality Game Industry using Scenario Network Mapping (가상현실게임 산업의 생태계 변화 예측 및 대응 전략)

  • Rhee, Chang Seop;Rhee, Hyunjung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.15-26
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    • 2018
  • Virtual Reality(VR) is one of the most remarkable technologies in the current game industry. Nevertheless, it is difficult for the game industry to actively invest in the VR technology because of the technical problems to overcome and the uncertainty about the market possibility. Therefore, this study attempts to estimate the future possibilities of the VR game market in various angles. For the purpose, we explore the domestic game market from the past to the present, and forecast the game industry ecosystem using the Scenario Network Mapping. Based on the result, we propose a short and long term future prospect and suggest the possible strategies for each stakeholder of the VR game market.

A Relation-based Model for Analyzing Ecosystems of Products, Services and Stakeholders (제품 서비스 시장참여자의 에코시스템 분석을 위한 관계 기반 모델 개발)

  • Kang, Chang-Muk;Hong, Yoo-Suk;Kim, Kwang-Jae;Park, Kwang-Tae
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.1
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    • pp.41-54
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    • 2011
  • A central theme in recent IT (information technology) industry is a mobile ecosystem. While a concept of business ecosystem, which is an economic community of firms and individuals producing and consuming goods and services, has been around for about 20 years now, the recent spotlight is mainly caused by the enormous success of iPhone. Many hand-set makers or platform developers want to mimic Apple's iPhone ecosystem from which both application developers and hand-set users can benefit. In this study, a representation model of the business ecosystem is proposed for supporting systematic design and analysis of ecosystems. Whereas previous studies also proposed some representation models, they emphasized only on the value chain between participating players. The proposed model, which is named relation-based ecosystem model, represents an ecosystem with the requirement relationships between product and service components and the roles of players, as well as their value chain. Such comprehensive representation explicitly reveals the strategic difference between ecosystems. This advantage was illustrated by comparing a Korean traditional mobile ecosystem and an emerging smart-phone ecosystem represented by the proposed model.